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Messages - QwazyWabbit

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/dev/random / Re: The Strange and Interesting Thread
« on: July 21, 2017, 06:54:18 PM »
That's a really terrible gravity simulation. WTF.

/dev/random / Re: The Strange and Interesting Thread
« on: July 17, 2017, 08:38:43 PM »
I've been a fan but not a regular follower of that channel for years. I think they just "celebrated" their 118th victim. The city put up an advanced detection and warning system and they still manage to get can opener collisions. Amazing. There are high-strength beams across the span to protect the trestle on both sides.

I rented a 22 foot bobtail in 1982 when we moved and I don't remember getting any training about clearances or a statement about my clearance height. They just handed me the keys and let me drive away. I wonder what these drivers get.

Jokes / Re: Funny videos
« on: July 03, 2017, 09:22:21 PM »
Probably not killed. The booster charge is extreme, sending the rocket and warhead down range at 120 m/s (394 f/s) and the concussion sent everything in the room flying and fragged the walls. The acceleration occurs in 6 ms and that is what initiates the rocket delay. Definitely an outdoor toy.

Politics / Re: Fuck the police
« on: June 15, 2017, 07:13:33 PM »
Deputy John Tolle has been ordered to undergo a 24-hour course of remedial training on aggressive dogs. Deputies have been instructed to make noise and bang on gates to ascertain whether dogs are on the property before approaching a fenced residence. My question is why isn't this covered in their training before they're given a badge and gun and let out on the streets. This officer couldn't even bother to say he was sorry to the owner. Totally sloppy police work.

Quake / Re: Quake 2 netcode and tick rate
« on: May 30, 2017, 01:14:16 PM »
Another complication occurs when you consider how many mods exist for which we no longer have source code. Most mods, I dare say virtually all mods, used a hard-coded constant FRAMETIME in g_local.h that defines the time the mod expects the tick rate to be. The mods would need to change this compile-time constant into a function that would get the frame time from the sv_fps variable. If you don't have the sources you'd have to hack the mods in very many places in the DLLs to handle this.

You can send data down the pipe more often but if the game isn't thinking faster you're only sending redundant data, smaller deltas or smaller packets. What's the point of sending 20 or 50 fps down the pipe when the game is only updating at 10 fps?

I'm not sure what you are asking. Can you explain in more detail?
What are you trying to do? Which mod are you trying to do it with?

"variables" can mean cvars (console variables) or configstrings (strings the server can communicate to clients).

Cvars can be server only, or client only, or server-info that can be communicated to clients but are very much limited by what can be communicated in a single serverinfo frame.

Override files are used on server side, not clients. Entities are introduced by the server code into the maps and their placement is communicated to clients no matter which version client is used.
No changes are needed in client code to support overrides.

0x1337c0de / Building r1q2ded-old from Source
« on: April 29, 2017, 03:35:45 PM »
The last archive of r1q2 source code is here:

I have been asked a couple of times now this year how to build r1q2ded-old but I don't have the answer. It's probably staring me in the face and I can build r1q2ded b8012 without much trouble but I'm not sure how to do it with the existing source. All the links in the readme.txt file are dead.

If it's possible to do it I'd like to document it here or in the TS repository for historical purposes.


Tech Junkie Lounge / Re: Cant play versus with my friends
« on: April 11, 2017, 03:54:41 PM »
Batch file is always a good idea but I was focused on the principles first and it hadn't occurred to me.

I'm not sure she has the dedicated modules but I knew she had the clients.

It was not my intention to undermine your very nice and  detailed  manual

just added in attachment dedicated servers exe r1q2 and q2pro and example of batch file

I understand, I didn't take it as a criticism, I was merely explaining why I didn't think of it at the time.

Tech Junkie Lounge / Re: Cant play versus with my friends
« on: April 11, 2017, 12:05:52 AM »
Batch file is always a good idea but I was focused on the principles first and it hadn't occurred to me.

I'm not sure she has the dedicated modules but I knew she had the clients.

Tech Junkie Lounge / Re: Cant play versus with my friends
« on: April 10, 2017, 10:40:34 AM »
If I understand you correctly, you want to play multiplayer mods with your sister
who has a computer on the same LAN as you. (You are both in the same house.)

There are two ways to start a multiplayer server; listen and dedicated. The best
approach is to use the command line to start a dedicated server, then connect
to it with your client(s).

To launch a dedicated server in Windows, launch a cmd window, then navigate it
to the folder containing your Quake 2 executables then type:
quake2 +set dedicated 1 +set game modname +exec server.cfg
Where "quake2" is the name of the executable. This can also be q2pro.exe
or r1q2.exe since they have updates that make them more secure and more stable.
Both of these executables have their advantages, q2pro starts a nice cmd
window and r1q2 start a Windows window, separate from the cmd window
that launched it. Personally, I prefer r1q2.

"modname" is the name of the mod you want to play, (e.g. ctf, fox, xatrix)
"server.cfg" is the name of the configuration file located in the mod folder
and it contains configuration values for the particular mod you are launching.
Most mod installation kits come with a sample server.cfg file you can use as
a starting point. The name of this file can vary. Do not mistake autoexec.cfg
or config.cfg files as server startups, these are for clients.

The very last line of any server.cfg file must always be "gamemap mapname" for the
first map the server will start. Use this line without the quotes, always use
gamemap, not the map command, for servers.

An essential item for any private server like this should be to "set public 0" in
the server.cfg to prevent the server from attempting to announce itself on
master servers. A public server needs to be configured at your router firewall
and this is another topic for another time.

Every mod has it's own banner or announcement that it's running correctly.
Refer to the documentation on that mod for information about it.
For example, TMG in CTF mode announces itself something like this:
==== InitGame (TMG 0.2.35 built Apr  6 2017) ====

 This game library contains the bot
    detection system developed
        by Doug 'RaVeN' Buckley.
TMGBot 'Base' Bot code developed By Ponpoko
  Corrections, improvements and bug fixes
              by QwazyWabbit

==== Wav Mod v.01 set up ====

To test your server is running, type:
It will respond with something like this:
map              : q2dm1
num score ping name            lastmsg ip address            rate/pps ver
--- ----- ---- --------------- ------- --------------------- -------- ---

Once you have the server running the mod correctly you can connect
to it with your clients. You will need to know the IP address of the
computer that is running the server. This will usually vary, most
routers are configured to use dynamically assign IP addresses to
computers on the LAN.

To find out your computer's IP address type "ipconfig" in a cmd window and get
something that looks like this (From Windows 10):

Windows IP Configuration

Ethernet adapter Ethernet:

   Connection-specific DNS Suffix  . : home
   IPv6 Address. . . . . . . . . . . : fd00::5957:f532:6c3:73a5
   Temporary IPv6 Address. . . . . . : fd00::1cd2:3915:81e:549e
   Temporary IPv6 Address. . . . . . : fd00::3885:bfe7:8ee0:cbfd
   Temporary IPv6 Address. . . . . . : fd00::5ce8:a179:3053:2ba9
   Temporary IPv6 Address. . . . . . : fd00::9df7:b51:2374:d379
   Temporary IPv6 Address. . . . . . : fd00::b8f5:edc9:dc98:5997
   Temporary IPv6 Address. . . . . . : fd00::cd0f:8467:75cc:321f
   Temporary IPv6 Address. . . . . . : fd00::e575:a2b2:d23f:e132
   Link-local IPv6 Address . . . . . : fe80::5957:f532:6c3:73a5%3
   IPv4 Address. . . . . . . . . . . :
   Subnet Mask . . . . . . . . . . . :
   Default Gateway . . . . . . . . . :

Notice the line I highlighted in yellow. This will be the IP address you
want your sister to use to connect with in her client. You must have this
information for any LAN client to connect to your game server. This address
will vary depending on your wideband router and computer installations.
You can disregard any IPv6 information, Q2 doesn't do IPv6.

If you are connecting your client to the server and your client is the same
computer your life is much easier. The command is:
connect localhost

You will both now be able to play the game you selected. Use Alt-Tab
to toggle between your game window and your server console, you can
command gamemap changes or other commands in the server console.
Another method is via the game client console via the 'rcon' command
and this requires you to have selected and set an rcon_password in
your server.cfg.

Once you have connected clients a status command will respond with
something like this:
map              : q2dm1
num score ping name            lastmsg ip address            rate/pps ver
--- ----- ---- --------------- ------- --------------------- -------- ---
  0     0    1 QwazyWabbit           0       8.0K/  9  35
  1     0    1 Frag_Me               0        8.0K/ 11  35

When you are done playing the game and have disconnected your
clients, you can type quit in the server console to stop the server.

Good luck.

0x1337c0de / Re: Need help with debugging new xatrix mod
« on: April 06, 2017, 04:54:12 PM »
I'll try to test on my PC and on my Linux but I don't care much for gdb. I'm so old and experienced and spoiled with visual studio that I'm useless on gdb.

Regarding debugging, the makefile in that repo is pretty tight and seems to be geared for optimization and release more than development. Remove the -fvisibility=hidden switch in line 30 and I think you'll see more symbols in the debugger. In line 22, consider also changing -O2 to -Og to prevent compiler optimization from screwing up the debugger. Processors these days are fast enough that you shouldn't see performance problems and you can change it back to O2 for your active servers.

Segmentation faults usually mean you've dereferenced a NULL pointer (very common in Q2 code) or a pointer that's pointing to something it shouldn't. This usually means the function that faulted was passed a bad pointer when it was called and you can trace up the call stack to see which function called it. Whether that means you have defend against it in the callee or not pass the bad argument in the caller will depend on what you see in the debug.

Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: April 01, 2017, 07:22:51 PM »
TMG is now at version 0.2.35 and it now builds in 64-bit mode by default on Linux.
Source is available at

In addition to this work, ExpertCTF 4.0.5 source is available here:
This mod also builds in 64-bit on Linux.

You must use 64 bit binaries of r1q2ded and q2admin or whatever
engine or admin tool you prefer.

Q2 Training Camp / Re: Cant play coop2
« on: April 01, 2017, 07:00:08 PM »
Console says I cant load zboss.bsp
Do I need some special mod to paly it?

It would have to be very special mod.
As far as I can tell there is no such map as zboss.bsp.
I have searched my entire collection of all mods and Google and came up empty.

zboss.bsp is the last map from zaero mission pack.
tastyspleen wont allow her to download because its an official map

That also explains why I couldn't find it in searches since it's inside the pak.

Trouble Shooting / Re: lag to
« on: March 31, 2017, 08:32:44 PM »
packetduplicate is disabled on ffa server

on opentdm servers works fine

Is this something I can enable in the server-side config? (We're using r1q2 server.)


sv_max_packetdup is most likely suspect. It's 0 by default in r1q2.

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